/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

/* ScriptData
SDName: Boss General Bjarngrim
SD%Complete: 70%
SDComment: Waypoint needed, we expect boss to always have 2x Stormforged Lieutenant following
SDCategory: Halls of Lightning
EndScriptData */

#include "ScriptPCH.h"
#include "halls_of_lightning.h"

enum eEnums
{
    //Yell
    SAY_AGGRO                               = -1602000,
    SAY_SLAY_1                              = -1602001,
    SAY_SLAY_2                              = -1602002,
    SAY_SLAY_3                              = -1602003,
    SAY_DEATH                               = -1602004,
    SAY_BATTLE_STANCE                       = -1602005,
    EMOTE_BATTLE_STANCE                     = -1602006,
    SAY_BERSEKER_STANCE                     = -1602007,
    EMOTE_BERSEKER_STANCE                   = -1602008,
    SAY_DEFENSIVE_STANCE                    = -1602009,
    EMOTE_DEFENSIVE_STANCE                  = -1602010,

    SPELL_DEFENSIVE_STANCE                  = 53790,
    //SPELL_DEFENSIVE_AURA                    = 41105,
    SPELL_SPELL_REFLECTION                  = 36096,
    SPELL_PUMMEL                            = 12555,
    SPELL_KNOCK_AWAY                        = 52029,
    SPELL_IRONFORM                          = 52022,

    SPELL_BERSEKER_STANCE                   = 53791,
    //SPELL_BERSEKER_AURA                     = 41107,
    SPELL_INTERCEPT                         = 58769,
    SPELL_WHIRLWIND                         = 52027,
    SPELL_CLEAVE                            = 15284,

    SPELL_BATTLE_STANCE                     = 53792,
    //SPELL_BATTLE_AURA                       = 41106,
    SPELL_MORTAL_STRIKE                     = 16856,
    SPELL_SLAM                              = 52026,

    //OTHER SPELLS
    //SPELL_CHARGE_UP                         = 52098,      // only used when starting walk from one platform to the other
    //SPELL_TEMPORARY_ELECTRICAL_CHARGE       = 52092,      // triggered part of above

    NPC_STORMFORGED_LIEUTENANT              = 29240,
    SPELL_ARC_WELD                          = 59085,
    SPELL_RENEW_STEEL_N                     = 52774,
    SPELL_RENEW_STEEL_H                     = 59160,

    EQUIP_SWORD                             = 37871,
    EQUIP_SHIELD                            = 35642,
    EQUIP_MACE                              = 43623,

    STANCE_DEFENSIVE                        = 0,
    STANCE_BERSERKER                        = 1,
    STANCE_BATTLE                           = 2
};

/*######
## boss_bjarngrim
######*/

class boss_bjarngrim : public CreatureScript
{
public:
    boss_bjarngrim() : CreatureScript("boss_bjarngrim") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_bjarngrimAI(pCreature);
    }

    struct boss_bjarngrimAI : public ScriptedAI
    {
        boss_bjarngrimAI(Creature *pCreature) : ScriptedAI(pCreature)
        {
            m_pInstance = pCreature->GetInstanceScript();
            m_uiStance = STANCE_DEFENSIVE;
            memset(&m_auiStormforgedLieutenantGUID, 0, sizeof(m_auiStormforgedLieutenantGUID));
        }

        InstanceScript* m_pInstance;

        bool m_bIsChangingStance;

        uint8 m_uiChargingStatus;
        uint8 m_uiStance;

        uint32 m_uiCharge_Timer;
        uint32 m_uiChangeStance_Timer;

        uint32 m_uiReflection_Timer;
        uint32 m_uiKnockAway_Timer;
        uint32 m_uiPummel_Timer;
        uint32 m_uiIronform_Timer;

        uint32 m_uiIntercept_Timer;
        uint32 m_uiWhirlwind_Timer;
        uint32 m_uiCleave_Timer;

        uint32 m_uiMortalStrike_Timer;
        uint32 m_uiSlam_Timer;

        uint64 m_auiStormforgedLieutenantGUID[2];

        void Reset()
        {
            m_bIsChangingStance = false;

            m_uiChargingStatus = 0;
            m_uiCharge_Timer = 1000;

            m_uiChangeStance_Timer = 20000 + rand()%5000;

            m_uiReflection_Timer = 8000;
            m_uiKnockAway_Timer = 20000;
            m_uiPummel_Timer = 10000;
            m_uiIronform_Timer = 25000;

            m_uiIntercept_Timer = 5000;
            m_uiWhirlwind_Timer = 10000;
            m_uiCleave_Timer = 8000;

            m_uiMortalStrike_Timer = 8000;
            m_uiSlam_Timer = 10000;

            for (uint8 i = 0; i < 2; ++i)
            {
                if (Creature* pStormforgedLieutenant = (Unit::GetCreature((*me), m_auiStormforgedLieutenantGUID[i])))
                {
                    if (!pStormforgedLieutenant->isAlive())
                        pStormforgedLieutenant->Respawn();
                }
            }

            if (m_uiStance != STANCE_DEFENSIVE)
            {
                DoRemoveStanceAura(m_uiStance);
                DoCast(me, SPELL_DEFENSIVE_STANCE);
                m_uiStance = STANCE_DEFENSIVE;
            }

            SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);

            if (m_pInstance)
                m_pInstance->SetData(TYPE_BJARNGRIM, NOT_STARTED);
        }

        void EnterCombat(Unit* /*pWho*/)
        {
            DoScriptText(SAY_AGGRO, me);

            //must get both lieutenants here and make sure they are with him
            me->CallForHelp(30.0f);

            if (m_pInstance)
                m_pInstance->SetData(TYPE_BJARNGRIM, IN_PROGRESS);
        }

        void KilledUnit(Unit* /*pVictim*/)
        {
            DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2,SAY_SLAY_3), me);
        }

        void JustDied(Unit* /*pKiller*/)
        {
            DoScriptText(SAY_DEATH, me);

            if (m_pInstance)
                m_pInstance->SetData(TYPE_BJARNGRIM, DONE);
        }

        //TODO: remove when removal is done by the core
        void DoRemoveStanceAura(uint8 uiStance)
        {
            switch(uiStance)
            {
                case STANCE_DEFENSIVE:
                    me->RemoveAurasDueToSpell(SPELL_DEFENSIVE_STANCE);
                    break;
                case STANCE_BERSERKER:
                    me->RemoveAurasDueToSpell(SPELL_BERSEKER_STANCE);
                    break;
                case STANCE_BATTLE:
                    me->RemoveAurasDueToSpell(SPELL_BATTLE_STANCE);
                    break;
            }
        }

        void UpdateAI(const uint32 uiDiff)
        {
            //Return since we have no target
         if (!UpdateVictim())
                return;

            // Change stance
            if (m_uiChangeStance_Timer <= uiDiff)
            {
                //wait for current spell to finish before change stance
                if (me->IsNonMeleeSpellCasted(false))
                    return;

                DoRemoveStanceAura(m_uiStance);

                int uiTempStance = rand()%(3-1);

                if (uiTempStance >= m_uiStance)
                    ++uiTempStance;

                m_uiStance = uiTempStance;

                switch(m_uiStance)
                {
                    case STANCE_DEFENSIVE:
                        DoScriptText(SAY_DEFENSIVE_STANCE, me);
                        DoScriptText(EMOTE_DEFENSIVE_STANCE, me);
                        DoCast(me, SPELL_DEFENSIVE_STANCE);
                        SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SHIELD, EQUIP_NO_CHANGE);
                        break;
                    case STANCE_BERSERKER:
                        DoScriptText(SAY_BERSEKER_STANCE, me);
                        DoScriptText(EMOTE_BERSEKER_STANCE, me);
                        DoCast(me, SPELL_BERSEKER_STANCE);
                        SetEquipmentSlots(false, EQUIP_SWORD, EQUIP_SWORD, EQUIP_NO_CHANGE);
                        break;
                    case STANCE_BATTLE:
                        DoScriptText(SAY_BATTLE_STANCE, me);
                        DoScriptText(EMOTE_BATTLE_STANCE, me);
                        DoCast(me, SPELL_BATTLE_STANCE);
                        SetEquipmentSlots(false, EQUIP_MACE, EQUIP_UNEQUIP, EQUIP_NO_CHANGE);
                        break;
                }

                m_uiChangeStance_Timer = 20000 + rand()%5000;
                return;
            }
            else
                m_uiChangeStance_Timer -= uiDiff;

            switch(m_uiStance)
            {
                case STANCE_DEFENSIVE:
                {
                    if (m_uiReflection_Timer <= uiDiff)
                    {
                        DoCast(me, SPELL_SPELL_REFLECTION);
                        m_uiReflection_Timer = 8000 + rand()%1000;
                    }
                    else
                        m_uiReflection_Timer -= uiDiff;

                    if (m_uiKnockAway_Timer <= uiDiff)
                    {
                        DoCast(me, SPELL_KNOCK_AWAY);
                        m_uiKnockAway_Timer = 20000 + rand()%1000;
                    }
                    else
                        m_uiKnockAway_Timer -= uiDiff;

                    if (m_uiPummel_Timer <= uiDiff)
                    {
                        DoCast(me->getVictim(), SPELL_PUMMEL);
                        m_uiPummel_Timer = 10000 + rand()%1000;
                    }
                    else
                        m_uiPummel_Timer -= uiDiff;

                    if (m_uiIronform_Timer <= uiDiff)
                    {
                        DoCast(me, SPELL_IRONFORM);
                        m_uiIronform_Timer = 25000 + rand()%1000;
                    }
                    else
                        m_uiIronform_Timer -= uiDiff;

                    break;
                }
                case STANCE_BERSERKER:
                {
                    if (m_uiIntercept_Timer <= uiDiff)
                    {
                        //not much point is this, better random target and more often?
                        DoCast(me->getVictim(), SPELL_INTERCEPT);
                        m_uiIntercept_Timer = 45000 + rand()%1000;
                    }
                    else
                        m_uiIntercept_Timer -= uiDiff;

                    if (m_uiWhirlwind_Timer <= uiDiff)
                    {
                        DoCast(me, SPELL_WHIRLWIND);
                        m_uiWhirlwind_Timer = 10000 + rand()%1000;
                    }
                    else
                        m_uiWhirlwind_Timer -= uiDiff;

                    if (m_uiCleave_Timer <= uiDiff)
                    {
                        DoCast(me->getVictim(), SPELL_CLEAVE);
                        m_uiCleave_Timer = 8000 + rand()%1000;
                    }
                    else
                        m_uiCleave_Timer -= uiDiff;

                    break;
                }
                case STANCE_BATTLE:
                {
                    if (m_uiMortalStrike_Timer <= uiDiff)
                    {
                        DoCast(me->getVictim(), SPELL_MORTAL_STRIKE);
                        m_uiMortalStrike_Timer = 20000 + rand()%1000;
                    }
                    else
                        m_uiMortalStrike_Timer -= uiDiff;

                    if (m_uiSlam_Timer <= uiDiff)
                    {
                        DoCast(me->getVictim(), SPELL_SLAM);
                        m_uiSlam_Timer = 15000 + rand()%1000;
                    }
                    else
                        m_uiSlam_Timer -= uiDiff;

                    break;
                }
            }

            DoMeleeAttackIfReady();
        }
    };
};

/*######
## mob_stormforged_lieutenant
######*/

class mob_stormforged_lieutenant : public CreatureScript
{
public:
    mob_stormforged_lieutenant() : CreatureScript("mob_stormforged_lieutenant") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new mob_stormforged_lieutenantAI(pCreature);
    }

    struct mob_stormforged_lieutenantAI : public ScriptedAI
    {
        mob_stormforged_lieutenantAI(Creature *pCreature) : ScriptedAI(pCreature)
        {
            m_pInstance = pCreature->GetInstanceScript();
        }

        InstanceScript* m_pInstance;

        uint32 m_uiArcWeld_Timer;
        uint32 m_uiRenewSteel_Timer;

        void Reset()
        {
            m_uiArcWeld_Timer = 20000 + rand()%1000;
            m_uiRenewSteel_Timer = 10000 + rand()%1000;
        }

        void EnterCombat(Unit* pWho)
        {
            if (m_pInstance)
            {
                if (Creature* pBjarngrim = m_pInstance->instance->GetCreature(m_pInstance->GetData64(DATA_BJARNGRIM)))
                {
                    if (pBjarngrim->isAlive() && !pBjarngrim->getVictim())
                        pBjarngrim->AI()->AttackStart(pWho);
                }
            }
        }

        void UpdateAI(const uint32 uiDiff)
        {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            if (m_uiArcWeld_Timer <= uiDiff)
            {
                DoCast(me->getVictim(), SPELL_ARC_WELD);
                m_uiArcWeld_Timer = 20000 + rand()%1000;
            }
            else
                m_uiArcWeld_Timer -= uiDiff;

            if (m_uiRenewSteel_Timer <= uiDiff)
            {
                if (m_pInstance)
                {
                    if (Creature* pBjarngrim = m_pInstance->instance->GetCreature(m_pInstance->GetData64(DATA_BJARNGRIM)))
                    {
                        if (pBjarngrim->isAlive())
                            DoCast(pBjarngrim, SPELL_RENEW_STEEL_N);
                    }
                }
                m_uiRenewSteel_Timer = 10000 + rand()%4000;
            }
            else
                m_uiRenewSteel_Timer -= uiDiff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_bjarngrim()
{
    new boss_bjarngrim();
    new mob_stormforged_lieutenant();
}
